Edit:
Ended up just making a new project and moving source files over, which in hindsight was faster than starting this thread. Really weird issue, though. Thanks for the help, anyways.
Having some weird issue where my project crashes during start up when I try to open the project file (always at 83%). However, when I build the project in Visual Studio, it compiles and launches the editor without any problems. Here’s the log I get when I try to open the project file:
MachineId:A99369B841900EEBFA8E4FA20AA9E627
EpicAccountId:a102052b53f1486c98fa4f96d2f37a26
Unknown exception - code 00000001 (first/second chance not available)
Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 11]
Cast of PlayerPawn //Script//Game.Default__PlayerPawn to Level failed
KERNELBASE + 293772 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FMsg::Logf__VA() + 463 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:531]
UE4Editor_CoreUObject!CastLogError() + 115 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\templates\casts.cpp:12]
UE4Editor_Engine!CastChecked<ULevel,UObject>() + 172 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\public\templates\casts.h:154]
UE4Editor_Engine!TActorIteratorBase<FActorFilter,FTickableLevelFilter>::operator++() + 255 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\public\engineutils.h:352]
UE4Editor_Engine!UWorld::UpdateCullDistanceVolumes() + 337 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:1237]
UE4Editor_Engine!UWorld::InitializeNewWorld() + 796 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:987]
UE4Editor_Engine!UWorld::CreateWorld() + 561 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:1053]
UE4Editor_Engine!UEngine::Init() + 1842 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:750]
UE4Editor_UnrealEd!UEditorEngine::InitEditor() + 46 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:447]
UE4Editor_UnrealEd!UEditorEngine::Init() + 1437 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:602]
UE4Editor_UnrealEd!UUnrealEdEngine::Init() + 45 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:42]
UE4Editor!FEngineLoop::Init() + 1247 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1967]
UE4Editor_UnrealEd!EditorInit() + 920 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealed.cpp:63]
UE4Editor!GuardedMain() + 926 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
I’m not sure what it means when it’s saying the cast failed. I don’t have any PlayerPawn classes in the level and it is not being casted to anything in my code. That being said, I think the crash started happening around the time I tried to cast a Character object to a PlayerPawn(Derived from Character.h), which obviously did not work, but I have since removed that code.